I have tested none of this. Use these at your own peril. I pulled it from rtw.exe, and had to guess at what was a command and what was not.
Possible console commands
show_console ?
toggle_tow : shows/hides the tabbed output window
add_money : adds an amount of money to a faction's coffers, can be negative, default is player faction
add_population : adds an amount of population to a settlement, can be negative
move_character , : moves named character to position on campaign map
auto_win : the attacker or defender wins the next autoresolved battle
create_unit : creates one or more units of the specified type
toggle_fow : toggles the fog of war on or off
toggle_restrictcam : toggles camera restrictions on or off
give_ancillary : gives the character an ancillary
give_trait : gives the character a trait at level (default = level 1)
process_cq : completes all construction pending in queue
character_reset : resets the character back to its start of turn settings
show_cursorstat : shows the cursor position and region id
bestbuy : sells units cheaper
oliphaunt : the biggest around
oliphants.jericho : and the walls came a-tumblin' down
write_ui_cache : writes out the ui texture cache to disk
toggle_terrain : toggles the terrain to display various data sets, no param resets to normal
give_trait_points : gives the character points for trait
list_traits : lists all the available traits
list_ancillaries : lists all the available ancillaries
mp : gives the character movement points
list_characters : lists all the characters in the world or those belonging to a faction
show_landings : shows the landing positions available to the ai from a given region, default hides them
filter_coastlines : applies filter to world map coastlines
toggle_coastlines : toggles strategy map coastline display
set_building_health : sets health of a building of the specified type (eg core_building) in a settlement, so that the final health percentage is as specified; for building chains see export_descr_building.txt
ai_turn_speed : sets the maximum speed of turn processing during the ai round
amdb_min : sets aerial map overlay depth bias for min zoom
amdb_max : sets aerial map overlay depth bias for max zoom
amdb_offset : sets aerial map overlay offset towards camera
zoom : zooms to specified aerial map zoom (amdb_offset.zoom?)
set_ranking_interval : sets the denominator of the faction ranking graph interval which is calculated as (number_of_turns / denominator). If set to 0, then the denominator will be set to number_of_turns, giving an interval of 1
regenerate_radar : does what it says on the tin
adjust_sea_bed : adjusts whole sea bed to specified height
reload_shaders : reloads all vertex shaders
reload_textures : reloads all textures
? fire (mt | toggle | reload | int)
? toggle_game_update
toggle_perfect_spy : toggles everyone's spying ability to perfect and infinite range, and off again
building_debug : toggles building debug mode
(TAB to toggle view modes, RIGHT SHIFT-TAB to reset mode, LEFT SHIFT-TAB to go backe modes. G damages mouse-over building. P displays plaza)
reset_display : Forces a display_close(); diplay_open() display reset cycle
toggle_underlay
toggle_overlay
process_rq : completes all (possible) recruitment pending in queue
force_diplomacy : Forces the negotiator to accept or decline a proposition
diplomatic_stance : set the diplomatic stance between the two factions
? shadow
? ie
invulnerable_general : makes that named general invulnerable in battle
? test_ancillary_localisation : adds all ancilarry to the character info display, ancillaries aren't actually added to the character
? perf_times : toggle display of simple performance times of game update vs display
burn_piggies_burn : ignite all the piggy winks
? test_message : test the event message specified in descr_event_enums.txt
show_terrain_lines : display defensive terrain features
? message_collation_set : set the message collation on or off (sets all factions)
? show_all_messages : show all messages to all factions (on/off)
? clear_messages : clear all the current stacked messages
? puppify_my_love
? reapply_rigid_model_influence
toggle_flowing_water : toggles display of campaign map flowing water
nw_stats : toggles display of network stats
toggle_pr : toggles pr mode
list_units : lists all of the units in an army, with details
victory : show victory message for faction for short or long campaign
trigger_advice : triggers an advice thread
damage_wall : damage wall of settlement. forces 40% damage to a randome gatehouse if 'gate' parameter present; breaches wall if 'breach' present
test_victory_scroll : opens up the victory scroll declaring that the given faction is the victor
date : changes the campaign date to the given year
season : changes the campaign season to the given season
upgrade_effect : triggers unit upgrade effect
force_battle_victory : forces the local player's alliance to win the battle, completely destroying the enemy alliance
force_battle_defeat : forces the local player's alliance to win the battle, completely destroying the enemy alliance
output_unit_positions : output the positions of all units in the battle to the specified file
show_battle_paths : show all valid processed paths in the pathfinder
show_battle_paths_for_unit : show all valid processed paths in the pathfinder for a specific unit given a unit id
show_battle_street_plan : show the street plan for the settlement
show_battle_marker : display a marker at (x,y) for t seconds
show_battle_circle : display a circle at (x,y) of r radius for t seconds
kill_faction : removes the faction from the game
diplomacy_mission : creates a diplomacy mission
event : creates an event at position
kill_character : kills a character with the given name
control : switches player control to specified faction; old faction may not act correctly as ai faction
create_building : creates a building of the specified type in a settlement; for building level id's see export_descr_building.txt
capture_settlement : evicts any resident characters and armies and gives the settlement to the local player
disable_ai : disables the ai, so that it does nothing
halt_ai : halts the turn sequence just before the start of the specified faction's turn, or the current faction if no faction given
run_ai : re-starts an ai turn sequence after disableai or haltai has been triggered
Possible command line parameters
show_err
gs_join
gs_host
gs_lan
gs_game_password
gs_group_room
gs_chat_name
battle_ed
strat
battle
multirun
mod
bookmark
disr
fplog
fperr
fpex
sound
animdb
encrypt
unit_models
util
force_default_hz
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